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f58b8511f0
## About The Pull Request This PR refactors ``effect_system``s to be a bit easier to use by getting rid of ``set_up``, allowing ``attach()`` to be chained into ``start()`` and refactoring most direct system usages in our code to use helper procs. ``set_up`` was unnecessary and only existed to allow ``New``'s behavior to be fully overriden, which is not required if we split sparks/lightning/steam into a new ``/datum/effect_system/basic`` subtype which houses the effect spreading behavior. This allows us to roll all logic from ``set_up`` into ``New`` and cut down on code complexity. Chaining setup as ``system.attach(src).start()`` also helps a bit in case no helper method exists I've added ``do_chem_smoke`` and ``do_foam`` helpers, which respectively allow chemical smoke or foam to be spawned easily without having to manually create effect datums and reagent holders. Also turns out we've had some nonfunctional effect systems which either never set themselves up, or never started, so I fixed those while I was at it (mostly by moving them to aforementioned helper procs) ## Why It's Good For The Game Cleaner code, makes it significantly easier for users to work with. Also most of our effect system usage was copypasta which was passing booleans as numbers, while perfectly fine helper procs existed in our code. ## Changelog 🆑 refactor: Refactored sparks, foam, smoke, and other miscellaneous effect systems. refactor: Vapes now have consistent rigging with cigs using the new system. fix: Fixed some effects never working. /🆑
104 lines
2.8 KiB
Plaintext
104 lines
2.8 KiB
Plaintext
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/////////////////////////////////////////////
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//////// Attach a trail to any object, that spawns when it moves (like for the jetpack)
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/// just pass in the object to attach it to in set_up
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/// Then do start() to start it and stop() to stop it, obviously
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/// and don't call start() in a loop that will be repeated otherwise it'll get spammed!
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/////////////////////////////////////////////
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/datum/effect_system/trail_follow
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/// Previous position of the atom we're tracking
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var/turf/oldposition
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/// Are we currently spawning particles?
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var/active = FALSE
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/// Can the particles be spawned ontop of eachother?
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var/allow_overlap = FALSE
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/// Should we automatically start processing ourselves?
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var/auto_process = TRUE
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/// Delay before we delete the particles
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var/qdel_in_time = 1 SECONDS
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/// Typepath we should spawn
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var/effect_type = null
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/// Should we flick an icon state and blank out the particles afterwards?
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var/fade = TRUE
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/// icon_state to flick on our particles
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var/fadetype = "ion_fade"
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/// Are we restricted to zero-g only?
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var/nograv_required = FALSE
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/datum/effect_system/trail_follow/New(turf/location)
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. = ..()
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attach(location)
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oldposition = location
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/datum/effect_system/trail_follow/Destroy()
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oldposition = null
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stop()
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return ..()
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/datum/effect_system/trail_follow/proc/stop()
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oldposition = null
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STOP_PROCESSING(SSfastprocess, src)
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active = FALSE
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return TRUE
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/datum/effect_system/trail_follow/start()
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oldposition = get_turf(holder)
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if(!check_conditions())
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return FALSE
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if(auto_process)
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START_PROCESSING(SSfastprocess, src)
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active = TRUE
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return TRUE
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/datum/effect_system/trail_follow/process()
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generate_effect()
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/datum/effect_system/trail_follow/proc/generate_effect()
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if(!check_conditions())
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return stop()
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if(!oldposition || oldposition == get_turf(holder))
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oldposition = get_turf(holder)
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return
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if(nograv_required && oldposition.has_gravity())
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oldposition = get_turf(holder)
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return
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var/obj/effect/particle = new effect_type(oldposition)
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set_dir(particle)
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if(fade)
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flick(fadetype, particle)
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particle.icon_state = ""
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if(qdel_in_time)
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QDEL_IN(particle, qdel_in_time)
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/datum/effect_system/trail_follow/proc/check_conditions()
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if(!get_turf(holder))
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return FALSE
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return TRUE
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/datum/effect_system/trail_follow/proc/set_dir(obj/effect/effect)
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effect.setDir(holder.dir)
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/datum/effect_system/trail_follow/steam
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effect_type = /obj/effect/particle_effect/steam
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/obj/effect/particle_effect/ion_trails
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name = "ion trails"
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icon_state = "ion_trails"
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anchored = TRUE
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/obj/effect/particle_effect/ion_trails/flight
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icon_state = "ion_trails_flight"
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/datum/effect_system/trail_follow/ion
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effect_type = /obj/effect/particle_effect/ion_trails
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nograv_required = TRUE
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qdel_in_time = 2 SECONDS
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/datum/effect_system/trail_follow/ion/grav_allowed
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nograv_required = FALSE
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